Volume II: Paper Doll, Inventory, Shops, AI, Dialogues, and VFX
2.1 Creating the UI Classes
2.2 Creating the Widget Blueprints
2.3 Creating Inventory Manager Classes
2.4 Building the Inventory System
2.5 Implementing the Drag-and-Drop Mechanism
2.6 Summary
Exercises
CHAPTER 3 Artificial Intelligence
3.1 Introduction to UE5 AI Systems
3.2 Animal AI
3.3 Wolf Enemy AI
3.4 Dragon Breath VFX and Fire Burning Material
3.5 Boss AI
3.6 Options and Pause Menus
3.7 AI Debugging
3.8 Summary
Exercises
CHAPTER 4 Dialogues and Quests
4.1 Dialogues
4.2 Quests
4.3 Compass and Quest Locator
4.4 Loot System
4.5 Summary
Exercises
CHAPTER 5 Shops
5.1 Preparing Art Assets
5.2 Creating the UI Classes
5.3 Creating the UI Widget Blueprints
5.4 The Merchant Class and Blueprint
5.5 Summary
Exercises
CHAPTER 6 Minimap and World Map
6.1 Creating the World Map
6.2 The Minimap Classes
6.3 Creating the Minimap Material
6.4 Building the Minimap Widget Blueprints
6.5 Displaying the Minimap and Icons
6.6 The World Map Widget Class and Blueprint
6.7 Showing the World Map and Icons
6.8 Summary
Exercises
CHAPTER 7 VFX and Packaging
7.1 Interactive Water
7.2 Ghost Trails
7.3 Packaging your Game
7.4 Summary
Exercises
SECOND EDITION
Volume I: Basics, Combat, and VFX
2.1 C++ Fundamental Data Types, Variables, and Arrays
2.2 C++ Operators
2.3 Functions
2.4 C++ Statements
2.5 Pointers
2.6 Macros
2.7 Templates
2.8 Summary
Exercises
CHAPTER 3 C++ Object-Oriented Programming
3.1 Classes and Objects
3.2 Interfaces
3.3 Exceptions
3.4 Multithreading Programming
3.5 Data Structures in Modern C++
3.6 Summary
Exercises
CHAPTER 4 Introduction to UE5 Game Programming
4.1 UE5 Game Programming Quick Start
4.2 Introduction to Programming in UE5
4.3 UE5 Class Libraries
4.4 Memory Management and Garbage Collection
4.5 Summary
Exercises
CHAPTER 5 Combat for Action RPGs
5.1 Creating Art Assets for RPGs
5.2 Blend Spaces
5.3 The Character and Camera Controls
5.4 Stats in RPGs
5.5 Action RPG Combat
5.6 Integrating Animation and Sound Effects
5.7 Horse Riding System
5.8 Summary
Exercises
CHAPTER 6 Visual Effects Design
6.1 Niagara VFX System
6.2 Niagara Quick Start
6.3 Special Effects for Action RPGs
6.4 Summary
Exercises